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* Allows an arbitrary number of passes, with arbitrary connections
between passes.
* Ships by default with three effects: default, unfiltered, and hlsl
* default: Simple bilinear stretch
* unfiltered: Simple nearest-neighbor stretch
* hlsl: A close reimplementation of the Direct3D HLSL shaders. Does
not currently support bloom or vectors.
* Select the "shader chain" you wish to use with -bgfx_screen_chains
* Adjust the settings to your liking with slider controls, saving and
loading settings and presets will be added in a future version.
* See bgfx/chains/hlsl.json ans bgfx/hlsl/blit.json for JSON format
rules.
* For additional information, see the official MAME documentation.

-Improved Scanline Simulation [ImJezze]

* Changed the amount of scanline darkness, a setting of 1.0 now
becomes fully black (to get the same result as before, halve your
current setting)
* Scanline height now depends on the brightness of the underlying
color
* The amount of the scanline brightness and overdrive now depends on
the scanline darkness
* Renamed 'Scanline Screen Height' to 'Scanline Screen Scale' and
'Scanline Indiv. Height' to 'Scanline Height'
- Fixed Bloom Level Alignment
* Fixed target dimensions of bloom levels, which results in much
better alignment, especially for games with very low resolutions.
Therefore, current bloom settings might appear less intense than
before.
- Quality and Performance improvements
* HLSL now uses non-power-of-two-sized target surfaces (breaks
compatibility with graphics cards based on R300/R400/NV30 and older)
* HLSL target surfaces now have the size of the screen canvas
* Removed HLSL pre-scale factor
* HLSL now uses a sharp bilinear interpolation to pre-scale textures
to screen canvas size, based on [Themaister]'s implementation
* Improved overall performance. Based on the previously required
pre-scale factors, speedups range 5-50% depending on graphics
hardware, more if a higher prescale factor was used.
* Improved shadow mask quality (pixel-perfect) in screen-mode
* Fixed half source texel offset of bloom level alignment
* Removed ./hlsl/artwork_support folder
* All shaders after pre-scale are now based on screen coordinates
(workaground until both raster and vector passes can work on texture
coordinates)
* Disabled distortion shader for more than one screen and for
artworks in full mode, does not affect artworks in cropped mode
(workaground until both raster and vector passes can work on texture
coordinates)

-at: Created at motherboard device and split PCI and PS/2 machines into
own files [Carl]

-IGS009 driver improvements: Added both missing PPI8255 devices and
routed all inputs/outputs through them. Derived a memory map for Grand
Prix '98, that seems to lacks of these devices. [Roberto Fresca]

-Super Poker: Added the missing PPI 8255s and routed the involved
inputs/outputs through them. 3super8 has PPI initialization
routines, but seems to be a leftover since it lacks them. Also
cleaned up the driver and added technical notes. [Roberto Fresca]

-Added layout for Frankie Dettori's 7th Heaven [John Parker]

-NoteTaker: Hooked up more of the IOCPU I/O registers. Separated reset
functions for IOCPU and EmulatorCPU. [Lord Nightmare]

-Added common debugger commands to global menu bar in OSX [Vas Crabb]
Also fixed occasional crash in Copy Visible. Note that copy
visible, paste, toggle breakpoint, and view options still require you
to use context menus in windows. Debug/Run menus only work when a
debugger window has focus, so Break is less useful than it could be.

-IGS Super Poker: Decrypted all the US/UA sets. They are still not
working due to hardware differences with the former ones laying in the
driver. I/O are driven through IGS custom IC's instead of 2x PPI8255
devices. [Roberto Fresca]

-A lot of TTF fonts (including C/J/K fonts like unifont) do not have a
type attribute "Regular". This fix will load the first font found if
no "bold" "bold italic" "italic" or "regular" attribute was found.
[Couriersud]

-Symbolics 36xx: Renamed driver from s3600 to s3670 to better reflect
the actual model of what we're trying to emulate. Added more memory
maps from the patent, but these do not seem to match the 3670 exactly,
more investigation is required. [Lord Nightmare]

-nbmj8688 improvements [Vas Crabb]
* Improved mapping of start buttons in two-player cocktails with LCDs
* Flipped Player 2 view in two-player games with LCDs to better represent
what they see from their side of cocktail cabinet
* Added DIP locations for and
livegal
* Documented DIP switch functions/locations for bijokkoy, bijokkog,
housemnq, housemn2, livegal, mcitylov, iemotom, ryuuha, kanatuen,
kyuhito and idhimitu
* Made analyser switch a toggle for many games

-Corrected ROM names in seganinj set [Mathieu Patard]
* Also added correct 'rev A' sprite ROM (the program ROMs were rev. A,
looks like this ROM was missed when it was dumped before)